"Jenseits des „Culture War“: Die Relevanz des typografischen Wechsels im US-Außenministerium" von @…
https://www.
I had a bunch of fun designing a giant, reliable, distributed schedular, heartbeat and sampling layer inside NATS.
Here's a video introducing it, lots of fun and removes a ton of infra from modern apps.
We'll ship the final features this week in NATS Server 2.14.
https://www.youtube.com/watch?v=6dkzZonDI9M
To be honest, the new icons are kinda better. https://www.fastcompany.com/91545582/google-workspace-icons-redesign
Some are no longer the circular red/green/blue/yellow rotation, though Google Maps icon still look kinda similar to Gmail's 🫠
I love this, from @… : 'In their discussions of hacking, building, and making, we see that DH scholars do not generally seek to convey simple technological skills, but instead to cultivate technological imagination. Specific platforms, applications, and even coding languages come and go, but a technological imagination is able to abstract a problem—wh…
The ‘plug-and-play’ solar revolution
It’s a $400 kit from Bright Saver,
a non-profit advocating for
“plug-and-play” solar that works
for renters and homeowners alike.
Unlike traditional rooftop solar, which requires thousands of dollars in upfront costs, specialized mounting hardware and professional electricians,
this system is designed for the everyday consumer.
Setup is simple:
you hang the panel on a balcony or prop it up in a back yard and…
Back when the Polish TV introduced the Dragon Ball series (in the late 1990s, IIRC), my parents were perplexed. How could you create a children's animated movie (because obviously animated movies must have been for children) with so much violence?
On the other hand, I'm worried about modern animated series (these formally classified as appropriate for children). They are specifically designed to keep children overstimulated, addicted to nonstop action, thirsty for more.
My brother recently told me that he set a Disney animated movie from the era of our childhood to his children. They simply didn't want to watch it, they found it so boring.
PS. I actually find these modern animations tiresome. I mean, why do things have to move that fast all the time?!
from my link log —
Verilog: Back to the building blocks’ building blocks.
https://www.cs.cornell.edu/~asampson/blog/buildingblocks.html
saved 2026-05-27
If you haven't heard @… speak yet, check out his recent talk at @…. After a nice history of devices created to be assistive tech, he argues against designing for a mythical "average" person or even a set of sample disabled individuals—ins…
ARC Prize Foundation unveils ARC-AGI-3, an AI benchmark with simple video-game-like scenarios designed to measure on-the-fly reasoning rather than memory recall (Mark Sullivan/Fast Company)
https://www.fastcompany.com/91515360/arc-prize-foundation-new-ai-benchmark
Playing Terra Nil right now, and it's funny because from the promo stuff I thought I wouldn't like it much, yet I'm enjoying myself a lot. There's definitely a game design lesson to be leaned here.
I was absolutely correct in my assessment that the game feels like it's actively trying to make suspension of disbelief as hard as possible with its completely ridiculous mechanics that make absolutely zero sense. "That's... Not how that works at all!" Is basically playing on repeat in my brain.
Furthermore, the entire technosolutionist tenor of the game rubs me very much the wrong way. This compounds with the physics- and biology-defying (or perhaps -spiting) fictional layer in cases like the convenient magical radiation-absorbing buildings so that you can reverse radiation contamination with a few simple clicks to be extremely bad politics actually...
But... The mechanics do work together quite well to make interesting puzzles with good gameplay that includes satisfying variety and challenges. The art is wonderful, and the music and audio design are spot on. The the result of each level is immensely satisfying, and the pacing is excellent.
I guess the lesson I'm taking away from this is that really solid fundamentals can triumph over an absolute cacophony of ludonarrative dissonance. That doesn't mean that in every decision between ludonarrative harmony (or just straight up believability) and neat mechanics you should compromise towards mechanics, but it reinforces the idea that if you make the mechanics enjoyable in the abstract, players (or at least, players like me) will be willing to compromise a *lot* on whether it actually makes any sense for things to work that way.
I'm still bothered by the "use technology to fix everything" politics, which prevents this game from being one I'll enthusiastically recommend, but despite myself I am having a lot of fun with it.
#GameDesign #SolarPunk